Burning Memories - 1.2
Burning Memories - 1.2
                                                 Writing by
                                               Logan Graham
                                                 Design by
                                               Logan Graham
                                                   Art by
                                                Jordan Arias
                                            Playtesting
 Special thanks to MadladPremium, MagicMan, Captain Clem Cuddlecakes, Nasajin, Pencil Dragon,
    Door-Keeper, tetra, and the Pilot.Net Discord for assistance with feedback and playtesting.
Template used
Contact
                                              Logan Graham
                                       logan.graham92@gmail.com
                                                 Jordan Arias
                                          sir.veyza.art@gmail.com
 All thanks and acknowledgement to Massif Press for use of the Lancer setting and system. Burning
Memories is not an official Lancer product; it is a third party work, and is not affiliated with Massif Press.
 Burning Memories is published via the Lancer Third Party License. Lancer is copyright Massif Press.
                                                                                                            1
TABLE OF CONTENTS
INTRODUCTION          3
IPS-N SIEGEL          4
IPS-N ATTILA          9
SSC PHAON CRESCENT   14
SSC MACULINEON       20
HORUS CHTHONIAN      25
HORUS SHRIEKER       30
HA AQUINAS           35
HA FUJITA            41
                          2
INTRODUCTION
The Burning Memories supplement introduces              OUTNUMBERED
eight full new mech licenses; the IPS-Northstar         A player character is Outnumbered while there are
Siegel and Attila, the Smith-Shimano Corpro Phaon       a greater number of hostile characters than allied
Crescent and Maculineon, the HORUS Chthonian            characters (including themselves) within Range 5 of
and Shrieker, and the Harrison Armory Aquinas           them. Characters with the Elite template count as
and Fujita.
                                                        two characters. Characters with the Ultra template
                                                        count as three characters. Drones do not count
NEW TAGS                                                towards Outnumbered.
The supplement also introduces two new tags:
Outnumbered and Battered. These “states” confer         BATTERED
effects when certain conditions are met. The listed     A player character is Battered while they have two
effect triggers and remains active as long as these     or fewer Structure remaining.
conditions are met.
                                                                                                             3
                            IPS-N
                           SIEGEL
                               Defender/Support
The Dawnline Shore is an area steeped in conflict, in both open combat and
boardroom politics. Borne from the latter and rigged together for the former,
the Siegel is the product of an unofficial, clandestine project headed by a
reformist faction of rimward IPS-N engineers, disillusioned with their
employer after its persistent cooperation with Harrison Armory’s colonial
suppression efforts. A large, bulky, yet highly mobile close-quarters
intervention frame, its role as a first responder to outmanned and outgunned
colonial resistance theaters has earned it a venerated reputation along the
Shore.
A popular (and perhaps apocryphal) frontier story details a battle in which a
rebel Siegel pilot single handedly defended his home settlement against a
battalion of Barony combined arms forces, buying enough time for a zero
casualty evacuation effort. Upon returning to the settlement, the residents
found the Siegel damaged beyond repair, yet miraculously standing upright, the
province's banner draped proudly over its shoulders. And though the pilot lay
dead inside the cockpit, the memory of his impossible victory lives on; all
Siegel frames thenceforth have been printed with a flowing cape, a garment
which has become synonymous with the frame in the Dawnline Shore.
                                                                                 4
CORE STATS                                             Stolen Saladin schematics were initially
                                                       reverse-engineered in order to utilize its
 Size: 2                    Save Target: 10            well-known hardlight defense technology,
 Armor: 2                   Sensors: 8                 but the engineers could not reproduce the
 HULL                       SYSTEMS                    energy output necessary to power the
    HP: 10                     E-Defense: 6            shields over a large enough combat area to
    Repair Cap: 5              Tech Attack: -2         fulfill its frequent role as the sole
 AGILITY                       SP: 6                   mechanized defender of multiple disparate
    Evasion: 6              ENGINEERING                combat zones. Thus, the wide-field shield
    Speed: 5                   Heat Cap: 6             arrays were stripped, and the booster
                                                       torque was amplified by an order of
TRAITS                                                 magnitude. If the Siegel fell, so too would
 PARAGON HYDRAULICS                                    its charge. So it would fly.
 The Siegel gains +1 Accuracy on Hull checks and
 saves.                                                 Grand Entrance
                                                        Active (1CP), Quick Action, Efficient
 GUARDIAN                                               Fly to a free space adjacent to an allied character
 Adjacent allies can use the Siegel for hard cover.     within Range 50. This doesn't require line of sight
                                                        to the allied character, does not trigger reactions,
 INVIGORATION PULSE                                     and ignores engagement, but requires a valid path.
 1/round, when an adjacent allied character is          You must end this movement on the ground. When
 targeted by a hostile action, as a reaction you        you land, characters of your choice adjacent to
 become the target instead. If the action was an        either (or both) you or the chosen allied character
 area of effect, it must be positioned so it targets    are knocked back 2 spaces, and must succeed on
 you, or as close as possible. This transfer takes      an Agility save or be knocked Prone. The chosen
 place even if the original could not have hit you.     allied character then becomes a valid target for
                                                        Invigoration Pulse within Range 5 until the end of
MOUNTS                                                  their next turn.
 FLEX                MAIN
 MOUNT               MOUNT                              If your target is Battered or Outnumbered, Grand
                                                        Entrance may be used even if you are Slowed or
                                                        Immobilized.
                                                                                                               5
6
LICENSE I:
PHOTOKINETIC PROJECTOR, RAMPART BUCKLER
                                                                                                7
LICENSE II:                                           LICENSE III:
SIEGEL FRAME, DISSENSION-CALIBER                      MRC “ABSOLVER” GAUNTLETS,
BRUISER BARRELS, RETROGRADE                           SUBLIMATION FREQUENCY BEACON
THERMAL COLLAPSER
                                                      MRC “Absolver” Gauntlets
Dissension-Caliber Bruiser Barrels                    Main Melee, 1 SP, Unique
Auxiliary CQB                                         [Threat 1] [1d6+2 Kinetic]
[Range 5] [1d3 Kinetic]                               1/round on a hit with this weapon, you may grant
On Critical Hit: Your target takes +1 Difficulty on   2 Overshield to an allied character within Range
all checks and saves until the end of their next      5. If you do this, you also gain 2 Overshield.
turn.                                                 The sole remaining evidence of the
A breakthrough development in the                     implementation of the Saladin's
pursuit of low-collateral, high impact                hardlight technology, the Macro
CQC weaponry produced an                              Reconstitutor Gauntlets utilize the
ultra-low-profile integrated shotgun,                 force of impact to charge a mech's
which comes packed with two-stage                     coldcore reactor, dispersing a
kinetic impactor ammunition. Storing the              short-range yet sturdy personal barrier
energy of target collision to release a               proportional to the output. Recursive
directed, secondary charge, precise                   dampeners soften weapon impacts to
placement of these munitions can have                 prevent damage to the onboard
catastrophic effects on vulnerable                    generators, however, these dampeners
internal systems.                                     also recursively feed energy back to the
                                                      mech in a hyper-efficient loop.
Retrograde Thermal Collapser
2 SP, Shield, Reaction, Unique                        Sublimation Frequency Beacon
Gain the Inspire reaction.                            3 SP, Quick Action, Shield, Limited 1,
Short-range reactive dampeners become                 Unique
primed through close-quarters energy                  1/scene, you and allied characters within Burst 3
release; once primed, these dampeners                 gain Immunity to the Impaired, Jammed,
can be used to normalize and safely                   Slowed, Shredded, Immobilized, and Stunned
disperse nearby bursts of thermal                     conditions that were not caused by yourselves
                                                      until the end of your next turns, respectively.
radiation.
                                                      Affected characters also gain (3 or Grit)
                                                      Overshield, whichever is greater.
Inspire
                                                      A reactor-mounted hybrid
Reaction, 1/round
                                                      Comp-Con/generator apparatus performs
Trigger: An allied character within Range 5
Overcharges (but hasn't yet rolled for or gained      rapid analysis of nearby inorganic
the associated heat cost).                            material, electromagnetic fluctuations,
Effect: They gain Resistance to the heat gained       and atmospheric conditions, resulting in
from Overcharging, but you gain half the heat         an eruption of destructive resonant
your target would gain before calculating             frequency. This wave profoundly
Resistance.                                           mitigates harmful signals and physical
                                                      impairments, yet is harmless to organics
                                                      and the analyzed material itself. A
                                                      Shore-local population of recently
                                                      liberated colonies sometimes refer to
                                                      the phenomenal shift in combat momentum
                                                      provided by these systems as
                                                      ‘Othari-Khyn’; "The Avalanche That
                                                      Redeems".
                                                                                                          8
                            IPS-N
                           ATTILA
                               Striker/Defender
5009u saw the beginning of the invasion of the small nation of Valrania under
the heel of the Ghetsin Empire, the dominant imperial force on the planet
Tartarus. Noting waning morale among advisors and other members of his
council, Lord Protector Haral Thorvaldsson proudly announced that he had no
intention of letting the assimilation that befell his neighboring countries
creep a single step further into the lands of his people. Commissioning a
sturdy interdiction frame amongst his military researchers, Thorvaldsson would
assume the helm and go on to lead his forces in a number of crucial battles
that ultimately led to the retreat of the Ghetsin invading force…for now.
Imposing and stalwart, the design of the unit mounted by Thorvaldsson has
since been modified by IPS-Northstar and has entered a limited production run
to gauge public interest. Immensely sturdy, the newly christened Attila boasts
an array of extremely powerful hydraulic reinforcements to maintain combat
readiness at all times; it is said that even ultra-caliber artillery shells
will fail to force it to the ground, if they can even penetrate its adaptive
armor.
                                                                                 9
CORE STATS                                           Integrated Mount: Thronebreaker
 Size: 2                   Save Target: 10
 Armor: 2                  Sensors: 3                 Thronebreaker
 HULL                      SYSTEMS                    Heavy Melee, Reliable 2
    HP: 10                    E-Defense: 6            [Threat 1] [5 Kinetic]
    Repair Cap: 5             Tech Attack: -2         Outnumbered: This weapon gains +2 Threat.
 AGILITY                      SP: 6                   Battered: 1/round, gain (Grit+2) Overshield on a
    Evasion: 6             ENGINEERING                hit with this weapon.
    Speed: 4                  Heat Cap: 6
                                                      The Humble Can Only Bow
                                                      Active (1CP), Protocol
TRAITS                                                You may always use this protocol regardless of
 PRESENCE OF GREATNESS
                                                      effects that would prevent you from doing so
 The Attila has Immunity to Prone inflicted by
 external sources.                                    (excepting being Shut Down or destroyed). For
                                                      the rest of the scene, gain the following effects:
 BEND THE KNEE                                         ● You no longer roll structure damage checks.
 At the end of your turn, you gain a Lesson of         ● You have Immunity to difficult terrain,
 Humility mark if you do not already have one. You         dangerous terrain, all forced movement, and
 may consume this mark when you make a melee               may always make your standard movement
 attack to grant it "On Attack: Your target is             and make attacks with Thronebreaker
 knocked Prone." Taking damage from a hostile
                                                           regardless of any effects which might prevent
 attack or from failing a hostile check or save
 removes this mark.                                        you from making them (such as Stunned,
                                                           Immobilized, Jammed, etc.) as long as you
 DYNASTIC                                                  are not Shut Down or destroyed.
 You roll an additional d6 when making structure       ● You emit a persistent Burst 2 aura of
 damage checks; however, you may ignore the                unyielding sovereignty. Hostile characters that
 result of any one of the dice you roll.                   start their turn in the area or enter it for the
                                                           first time in a round must immediately pass a
MOUNTS                                                     Hull save or kneel before you, becoming
 HEAVY              MAIN                                   knocked Prone. This effect can only trigger
 MOUNT              MOUNT                                  1/round per character.
CORE SYSTEM
THRONEBREAKER
"Of what strength is the pen when a blade
is at the author's throat? Come! Show me
the might of spilled ink, and I will show
you the might of spilled blood.”
                                                                                                              10
11
LICENSE I:                                         LICENSE II:
SACROSANCTION CHAIN, SUPREME                       ATTILA FRAME, WARRIOR-KING HEAVY
COMMANDMENT ART II: SUBJUGATE                      PLATING, SUPREME COMMANDMENT ART I:
                                                   CONSECRATE
Sacrosanction Chain
Main Melee, Accurate, Loading                      Warrior-King Heavy Plating
[Threat 2] [1d6+1 Kinetic]                         2 SP, Unique
You may Overwatch with this weapon even if it is   Slowed hostile characters take +1 Difficulty to
unloaded.                                          checks and saves forced by you.
"Never let it be said that I am a ruler            Outnumbered or Battered: You gain +1
                                                   Accuracy to all checks and saves.
unwilling to lend an ear to even the
                                                   Both: You gain +2 Accuracy to all checks and
least of you. You may air your                     saves, and you cannot fail checks and saves
grievances to me directly."                        initiated by hostile characters. Additionally, you
                                                   may always choose to make a check or save,
Supreme Commandment Art II:                        even if an effect would force you to fail it
                                                   automatically.
Subjugate
                                                   "Worry not, struggler; you have earned
2 SP, Quick Action, Unique
A hostile character in Range 5 must make an
                                                   my blood, and so you shall have it thus
Engineering save. On a failure, you ravage all     by oath. You will return home with
but the most mundane of their sensors, systems,    honor, mantled in the banner that you
and weapons; they cannot make reactions or         fell for.”
tech actions targeting characters allied to you
until the end of their next turn.
                                                   Supreme Commandment Art I:
“The time for words is past. Bring your
steel to bear, that it may break under
                                                   Consecrate
                                                   2 SP, Quick Action, Unique
my own.”
                                                   A hostile character in Range 5 must make an
                                                   Engineering save. On a failure, their targeting
                                                   mechanisms overload and burst dramatically,
                                                   coating a Burst 2 area in electroplasmic ejecta.
                                                   This area remains stationary even if the affected
                                                   character moves, and lasts for the rest of the
                                                   scene or until you use this action again.
                                                                                                        12
LICENSE III:
MASTERY’S DIVINE BURDEN, SUPREME COMMANDMENT ART ZERO: DOMINATE
                                                                                                      13
          SSC
     PHAON CRESCENT
                                Striker
With the advent of the White Witch and Emperor, Exotic Materials was
thrust into the limelight as one of SSC’s premier development partners.
However, while certainly successful militaristically, the brutal
sterility of these platforms did not appeal to the boldest of Smith
Shimano’s regular patrons, those pilots and Lancers seeking to show off
for sport and fame as much as to enhance their combat efficacy:
Daredevils.
Starting with a standard schedule lightweight chassis, weight was kept
to a minimum to allow for maximum acceleration, torque, and
maneuverability in combat. Though lacking in the heavy armaments and
defensive options of more “reliable” line mechs such as the ever-popular
Metalmark, a series of frame-orbital blinkspace holsters and sheaths
keeps the overall weight to a minimum while allowing for a veritable
arsenal of weaponry, able to be brandished, fired, and stowed with
lightning speed. The result is a mechanized chassis with the highest
effective combat uptime of any of SSC’s models to date.
Due to prohibitively expensive manufacturing costs, reaction-dependent
defensive mechanisms, general frailty for something designed for close
to mid-range combat, as well as the overall difficulty in piloting the
frame, SSC have instituted a rigorous virtual reality test course for
prospective buyers, and refuses sale to any unable to pass. With a
rumored success rate in the single digit percentages, many an interested
combat veteran has exited these training courses shaking their head and
grumbling of the frame’s (well-documented) demands on them. EXMATs have
written this off as an “issue of pilot skill”, which has only encouraged
even more pilots to test their mettle in the pre-purchase trials as the
glory of successfully taming the Phaon Crescent generates more attention
and sales for SSC as a whole.
                                                                           14
CORE STATS                                            Impulse
 Size: 1                   Save Target: 10            At the start of each scene, you gain a d6 Impulse
 Armor: 0                  Sensors: 8                 die, starting at 2, which lasts for the rest of the
 HULL                      SYSTEMS                    scene. When you make a melee or ranged attack
                                                      (including contested attack rolls), you may take
    HP: 8                     E-Defense: 9
                                                      +1 Difficulty to all rolls made as part of that attack
    Repair Cap: 3             Tech Attack: +0         to perform a more stylish strike; successful rolls
 AGILITY                      SP: 6                   increase the Impulse die by one. Successful Main
    Evasion: 10            ENGINEERING                weapon attack rolls increase the die by 2 instead.
    Speed: 5                  Heat Cap: 5             Weapon attacks targeting more than one character
                                                      cannot increase the Impulse die more than once
TRAITS                                                (or by 2 for Main weapon attacks) per attack.
 HOT SWAP
                                                      While the Impulse die is at 6, your weapons gain
 1/round, choose one: when you make a melee
                                                      Reliable based on their size; Auxiliary: 1, Main: 2.
 attack, your next ranged attack gains +1d6 bonus
                                                      If a weapon already has the Reliable tag, increase
 damage and ignores engagement penalties; OR
                                                      the Reliable by +1 instead.
 when you make a ranged attack, your next melee
 attack gains +1d6 bonus damage and, if it is a
 weapon attack, Thrown 5. These effects do not
 stack with themselves.                               Quickening
                                                      Active (1CP), Protocol
 FADE PARRY                                           For the rest of the scene, you become
 1/round, when you are targeted by a ranged or        supercharged with exhilarating style and
 melee attack, make a corresponding contested         momentum. You gain a d6 Blitz die, starting at 1.
 attack roll against the attacker as a reaction. If   Additionally, your Impulse die increases by 2 when
 you win, the attack automatically misses you.        you use Impulse to take Difficulty to an attack
                                                      instead of 1 (or 4 when attacking with a Main
                                                      weapon), and resets to 2 when it reaches 6.
MOUNTS                                                Whenever the Impulse die resets, tick up the Blitz
 MAIN               AUX/AUX             FLEX
                                                      die by 1. You gain the following effects based on
 MOUNT              MOUNT               MOUNT
                                                      the value of the Blitz die:
                                                                                                               15
16
LICENSE I:
PHASE MAGNUM, LUNAR ARC
                                                                                                     17
LICENSE II:
PHAON CRESCENT FRAME, UNREALITY BLADE, BLITZWEAVE AUGMENTATION
                                                                                                          18
LICENSE III:
HARDLIGHT DOPPELGANGER, ECLIPSE OF THE MIDNIGHT VOID
                                                                                                         19
                SSC
             MACULINEON
                            Striker/Support
                                                                           20
CORE STATS                                             CORE SYSTEM
Size: 1                    Save Target: 10             BATTLE ARIA
Armor: 1                   Sensors: 8                  A series of comp-cons allows the Maculineon
HULL                       SYSTEMS                     to quickly calculate the resonant frequency
   HP: 8                      E-Defense: 8             of contacting objects and modulate its
   Repair Cap: 4              Tech Attack: +1          output in kind, allowing for the
AGILITY                       SP: 7                    close-range lockout and impediment of
   Evasion: 10             ENGINEERING                 various enemy systems at a moment's notice.
   Speed: 4                   Heat Cap: 5              It can supercharge its capacitors and
                                                       unlock processing limiters to amplify this
TRAITS                                                 effect, diverting extreme amounts of
REVERBERATOR ECMS                                      resonating energy into its limbs and
1/round, when you target an allied character as        weapons to inflict massive trauma.
part of a quick or full action, you gain a Leitmotif
mark if you do not already have one. You may            Improvisation
consume this mark to grant one of your successful       1/round on a successful melee attack, choose one
melee attacks +1d6 bonus damage, or as a                of the following:
reaction to gain Resistance to damage from a                 ● Your target gains Lock On. If they already
hostile attack after damage is rolled.                           have Lock On, the condition becomes
                                                                 empowered; consuming this empowered
CONSTRUCTIVE INTERFERENCE                                        Lock On allows the attacker to treat the
1/scene, you may Bolster an allied character as a                weapon as Smart and/or Seeking.
free action. If you do, you gain a Leitmotif mark,           ● Your target becomes Impaired until the
even if you already have one.                                    end of their next turn. If they are already
                                                                 Impaired, they instead must pass an
                                                                 Engineering save or become Shredded
                                                                 until the end of their next turn.
                                                             ● An allied character in Sensors and line of
MOUNTS                                                           sight may clear Prone, or be pushed 2
MAIN/AUX            FLEX                                         spaces in any direction.
MOUNT               MOUNT
                                                        These effects do not trigger Reverberator ECMs.
                                                        Encore
                                                        Active (1CP), Protocol
                                                        For the rest of the scene, whenever you gain a
                                                        Leitmotif mark, choose up to two allied characters
                                                        within Sensors; they also gain Leitmotif marks
                                                        and may spend them in the same way you can.
                                                        Allied characters cannot have more than one
                                                        Leitmotif mark at a time.
                                                                                                               21
22
LICENSE I:
VOLTA SHORTBLADE, DYNAMIC AMPLIFICATION PROCESSOR
                                                                                             23
LICENSE II:                                             LICENSE III:
MACULINEON FRAME, CR-66 SHOTGUN,                        FERMATA SYSTEMS ENHANCER, TRITONE
SIDEWINDER MOD                                          SCRAMBLER CHARGES
                                                                                                            24
                    HORUS
                  CHTHONIAN
                                Controller
                                                                              25
CORE STATS                                                CORE SYSTEM
Size: 3                      Save Target: 12              TERROR THRALLS
Armor: 0                     Sensors: 8                   “AT THE END OF TIME, WHEN THE INHERITORS OF
HULL                         SYSTEMS                      CREATION HAVE LONG SINCE TURNED TO DUST,
   HP: 12                       E-Defense: 12             THE MEASURE OF THEIR MIGHT AND INGENUITY
   Repair Cap: 4                Tech Attack: +1           LAID LOW AND RENDERED LESS THAN FORGOTTEN
AGILITY                         SP: 8                     BY CRUSHING EONS, WHO WILL RECORD THE ARC
   Evasion: 6                ENGINEERING                  OF THEIR DREAMS? SLAKE YOUR FLICKERING
   Speed: 3                     Heat Cap: 6               HOPES UPON THE KNOWLEDGE WHICH ALL THINGS
                                                          DARE NOT LINGER: THE HOURGLASS SHATTERS.
TRAITS                                                    THE QUILL DECAYS. THE SWORD DISINTEGRATES.
HEAVY FRAME                                               ASH HAS NO MEMORY. CAST ME NOT AS THE
The Chthonian can’t be pushed, pulled, knocked            RUINER; I AM THE PROGENITOR OF NOTHINGNESS,
back, or knocked Prone by smaller characters.
                                                          AND ALL KINGDOMS WILL SHARE IN MY EMBRACE
PRIMORDIAL FEAR
                                                          IN THE RAPTURE OF THE DYING AGE, UNMADE AT
1/round, when you successfully attack or force a          THE THRESHOLD OF OBLIVION.
save against a hostile character with no other            GAZE UPON THE CONVERGENCE.”
hostile characters adjacent to them, you may
teleport 2 spaces towards them and that character          Create Thrall
chooses: either they fall Prone, or they only have         1/round as a quick action, you may mark a hostile
line of sight to adjacent spaces until the end of their    character within Range 50 as a Terror Thrall,
next turn.                                                 ignoring line of sight. Your attacks and effects
                                                           against Terror Thralls do not require line of sight
                                                           and ignore cover, and you may use them as a point
                                                           of origin for your attacks and abilities, with line of
MOUNTS                                                     sight and Range (including Sensors) traced from
MAIN/AUX                                                   their location. All other hostile characters are
MOUNT                                                      Impaired while within Range 2 of a Terror Thrall.
                                                           Growing Madness
                                                           Active (1CP), Protocol
                                                           For the rest of the scene, you control the standard
                                                           movement of your Terror Thralls. Additionally,
                                                           Primordial Fear can be triggered an unlimited
                                                           number of times per round.
                                                                                                                    26
27
LICENSE I:                                             LICENSE II:
MIND SPIKE NEXUS, PARANOIA ENGINE                      CHTHONIAN FRAME, SEGMENTED FLEXOR
                                                       EXTRUSION, PARASITE DRONES
Mind Spike Nexus
Auxiliary Nexus, Smart                                 Segmented Flexor Extrusion
[Range 8] [1d3 Kinetic]                                Main Melee, Knockback 2
This weapon treats characters under the effects        [Threat 3] [1d6 Kinetic]
of Slowed, Impaired, Immobilized, Jammed, or           On your turn, Knockback from this weapon may
Stunned as Shredded.                                   be applied in any direction.
“YOUR IGNORANCE IS YOUR GREATEST FOLLY,                “FEAR NOT THE SURETY OF MY TOUCH. I AM
AND IS YOUR GREATEST BLESSING. YOU GRASP               THE FERRYMAN OF THE PATH WHICH ALL
FEEBLY TO BRIDGE THE DIVIDE; THINK YE                  THINGS TRAVEL. EVEN IF YOU WALK ALONE, I
NOT THAT THE SHORES SHOULD NEVER MEET?                 WILL BE YOUR GUIDE.”
STUMBLE NO LONGER; THE MAW YAWNS BEFORE
YOU. TURN YE NOT AWAY FROM IT.”                        Parasite Drones
                                                       2 SP, Drone, Quick Action, Limited 3,
Paranoia Engine                                        Unique
2 SP, Quick Tech, Invade, Unique                       Parasite Drone (Size ½, 5 HP, 10 E-Defense, 10
Gain the following options for Invade:                 Evasion)
MALEFICATION: Until the end of their next turn,        Expend a charge as a quick action to force a
when your target would take any action other than      hostile character within Sensors to make an
standard movement, Improvised Attack,                  Engineering save; on a failure, they are seized
Boost, Ram, Grapple, Skirmish, or Barrage,             by a Parasite Drone, which attaches to the target
they must first pass a Systems save. On a              and shares their space(s). As long as the drone is
failure, the action automatically fails and the cost   attached, you control that character's standard
of the action (Quick, Full, etc.) is lost.             movement, and the drone and the affected
                                                       character mirror each other's movement
ISOLATION: Your target takes +1 Difficulty on          (including involuntary movement). The drone
attacks, checks, and saves until they take a quick     cannot be recalled or redeployed while attached.
action to remove this effect. This is the only way
to remove this effect, and this quick action           Affected hostile characters and their adjacent
cannot be taken while any characters allied to         allies may end the effect by destroying the drone
them are within Range 5 of them.                       with a successful Engineering save as a quick
“THE SANDS OF ETERNITY WHIP AND DISTURB                action.
THE UNCHOSEN PATH. GAZE TO YOUR FLANK,                 “MAKE YE ATTEMPTS ON MY FORM? HASTEN
AND SEE THE ABANDONMENT OF YOUR                        NOT; ALL THINGS REACH THE TERMINUS, FOR
COMPANIONS. GAZE TO THE DUST AT YOUR                   THERE IS NO CHOICE BUT TO SEEK IT. OR
FEET, AND SEE ONLY THE FOOTSTEPS OF THE                PERHAPS YOU DEIGN TO WITNESS INFINITY
EXILE. KNOW NOW, AS SURELY AS ALL THINGS               UNRAVELED?”
END AND AS SURELY AS THE PATH STRETCHES
ETERNAL, THE EVANESCENCE OF
BROTHERHOOD.”
                                                                                                           28
LICENSE III:
SPIRE OF THE OBSIDIAN DREAM, NYARLATHOTEP-CLASS NHP
                                                                                                           29
                     HORUS
                    SHRIEKER
                           Artillery/Controller
                                                                              30
CORE STATS                                            CORE SYSTEM
Size: 1                    Save Target: 11            BRANDING OF THE FLAGELLANT
Armor: 1                   Sensors: 15                Hypothesized to be a byproduct of its
HULL                       SYSTEMS                    unstable reactor, the Shrieker’s iconic
   HP: 8                      E-Defense: 8            howl is terrifically intensified as the the
   Repair Cap: 5              Tech Attack: +1         frame sustains and absorbs high-frequency
AGILITY                       SP: 6                   thermal energy. It is even capable of
   Evasion: 8              ENGINEERING                inducing instability into the fusion
   Speed: 4                   Heat Cap: 6             process on its own to expedite and magnify
                                                      these changes; this instability is then
TRAITS                                                violently expelled as bursts of
CONTROLLED BURN                                       electromagnetic energy that arc wildly off
When you lose Structure as the result of Burn         of its targets.
damage, you may treat the result of the Structure
damage check as a Glancing Blow. When you              Brand
lose reactor Stress as the result of heat generated    Protocol
from triggering Overkill on your weapons, you may      You may take any amount of Burn, ignoring its
treat the result of the overheating check as an        immediate damage but increasing your marked
Emergency Shunt.                                       Burn as normal. You automatically fail checks to
                                                       clear your burn and cannot clear burn affecting you
REBUKE                                                 on any turn you Brand or Scathe.
1/round, when a hostile character moves to a
space within Range 5 of you, you may use a Quick       If you have at least 3 Burn, you may also cause
Tech against them as a reaction.                       your successful weapon attacks to Scathe, arcing
                                                       a bolt of energy to another character within Range
                                                       3 of your target, dealing 1 AP Energy damage to
MOUNTS                                                 that character. Scathe deals +1 damage for each
FLEX                FLEX                               additional 3 Burn you have, up to 3 AP Energy at 9
MOUNT               MOUNT                              Burn. Successful tech attacks arc in the same way,
                                                       dealing 1-3 Heat instead. You may only Scathe
                                                       once per weapon or tech attack, and cannot trigger
                                                       it from melee or ranged attacks that cannot deal
                                                       bonus damage.
                                                                                                             31
32
LICENSE I:                                           LICENSE II:
OVERKILLER LIGHT CANNON, QE                          SHRIEKER FRAME, THOUSAND-STEPS
DISSUASION INJECTION                                 UPGRADE SUITE, BALEFUL GAZE OF APEP
QE Dissuasion Injection
2 SP, Quick Tech, Invade, Unique
                                                     Baleful Gaze of Apep
Gain the following options for Invade:
                                                     Main Rifle, Overkill, Heat 1 (Self),
ENTANGLE: Until the end of your next turn,
                                                     Danger Zone
whenever you gain heat, your target gains half       [Range 10] [2d6 Kinetic]
that amount. Multiple instances of this effect do    This weapon can only be used while in the
not stack on your target.                            Danger Zone.
                                                     "After-action report, damage observation
COLLAPSE: If your target makes an attack against
you before the end of their next turn, they must
                                                     twelve: Perfectly circular hole in left
pass an Engineering save or gain heat equal to       torso. Diameter thirty-five centimeters.
their current heat cap. Targets can only take heat   Radial matter shows no sign of melting;
in this way 1/scene.                                 indicates sublimation was
                                                     instantaneous."
"My reactor-! I'm getting boiled alive
in here! Where are the warnings!? I'm
not getting anything on display!"
                                                                                                        33
LICENSE III:
TWICE-OFFERED HAND, HOT//HND_SHK
                                                     Cold Handshake
                                                     Quick Tech
                                                     You may exchange your current heat with that of
                                                     an adjacent hostile character whose current heat is
                                                     greater than your own.
                                                     Hot Handshake
                                                     Full Tech
                                                     You may exchange your current heat with that of
                                                     an adjacent hostile character whose current heat
                                                     is less than your own.
                                                                                                     34
                        HA
                      AQUINAS
                                  Support
                                                                              35
CORE STATS                                                Synthesize
 Size: 1                     Save Target: 11              Free Action, 1/Scene
 Armor: 1                    Sensors: 10                  Before activating a Grenade or deploying a Mine,
 HULL                        SYSTEMS                      you may brew and deploy an exotic compound.
    HP: 8                       E-Defense: 8              Combine the effects of two of your Grenades or
                                                          two of your Mines into a new Grenade or Mine
    Repair Cap: 3               Tech Attack: +1
                                                          (respectively), consuming a Limited charge from
 AGILITY                        SP: 7                     both systems, and then activate/deploy it. If you
    Evasion: 7               ENGINEERING                  created a Grenade, it has (Range 5, Blast 2). If
    Speed: 4                    Heat Cap: 7               you created a Mine, it follows normal Mine rules
                                                          and detonates in a Burst 2 area upon being
TRAITS                                                    triggered.
 CONTROL GROUP
 When using a Grenade, you may exclude any                You choose what Mech Skill this compound targets
 number of characters from the area of effect. If their   upon combination, and any damage dealt is halved
 affected area would include an allied character          on a successful save. Combined effects that can
 (before any exclusion effects), your grenades also       only affect one character cannot target more than
 gain +5 Range.                                           one character in the finished compound, and any
                                                          secondary activation requirements (such as a
 VARIABLE INTRODUCTION                                    quick action being required to detonate) apply to
 While you are adjacent to an allied character, either    the new compound as well.
 you or that allied character may take a quick
 action to clear a condition that was not caused by       Wellspring
 themselves from that allied character.                   Active (1 CP), Quick Action
                                                          You deploy a tremendous font of energy, a
                                                          Wellspring humming with whitewash nanites, into
MOUNTS                                                    an adjacent space. The Wellspring is a
 FLEX                 MAIN                                permanently hovering Size 2 object that lasts for
 MOUNT                MOUNT                               the rest of the scene, is immune to all damage
                                                          and effects, and counts as hard cover. You may
                                                          move the Wellspring 3 spaces as a protocol.
                                                                                                              36
37
LICENSE I:
DIALOGUE NEXUS, POWDER-COATING RESTORATIVES
                                                                                                  38
LICENSE II:
AQUINAS FRAME, MRTC SHAPER CANNON, MINMAX COLDCORE MIXTURE
                                                                                                        39
LICENSE III:
BLOODBOIL REACTOR STIMULANTS, TRANSMUTATION CHARGES
                                                                                                             40
                            HA
                          FUJITA
                            Controller/Support
                                                                             41
CORE STATS                                            CORE SYSTEM
Size: 2                    Save Target: 11            “ANVIL CRAWLER” ATMOSPHERIC
Armor: 2                   Sensors: 10
                                                      SEEDER
HULL                       SYSTEMS
                                                      Developed and refined at the end of the
   HP: 6                      E-Defense: 9
                                                      previous century, "Anvil Crawler" systems
   Repair Cap: 4              Tech Attack: +0
                                                      utilize a combination of electric charges
AGILITY                       SP: 7
                                                      and infrared laser pulses to rapidly charge
   Evasion: 8              ENGINEERING
                                                      and collate atmospheric particles,
   Speed: 4                   Heat Cap: 8
                                                      drastically altering the local weather. Due
                                                      to the unpredictable convective nature of
TRAITS                                                these processes (as well as the power of
STRONG FOUNDATION
                                                      Anvil Crawler seeders in general), their
The Fujita is immune to weather effects outside of
combat, ignores dangerous and difficult terrain,
                                                      use is typically restricted outside of
and any involuntary movement forced by it also        events in which heavy precipitation and
ignores difficult terrain.                            particulate storms are critical to the
                                                      success of some civic or military goal.
TAILWIND                                              While this is usually useful in
Any number of times per round, you may push an        extinguishing untenably large wildfires,
allied character starting their turn within Sensors   stymieing drought conditions, or
and line of sight one space in any direction as a
                                                      large-scale terraforming, repurposed Anvil
reaction. This movement does not prevent the use
of Ordnance weapons.
                                                      Crawlers are more than capable of wreaking
                                                      havoc in a combat zone.
                                                       Bolt from the Blue
MOUNTS                                                 Protocol
MAIN                HEAVY                              Destroy a wreck within Sensors. This does not
MOUNT               MOUNT                              require line of sight. Characters adjacent to the
                                                       wreck take 2 Energy.
                                                       Maelstrom
                                                       Active (1 CP), Protocol
                                                       For the rest of the scene, hostile characters who
                                                       are not in an area of soft cover or adjacent to hard
                                                       cover at the start of their turn take 2 AP Kinetic
                                                       and are knocked 2 spaces in a direction of your
                                                       choice.
                                                                                                           42
43
LICENSE I:
70K FROSTTHROWER, PRECISION HYDROELECTRIC CONDUIT
                                                                                                   44
LICENSE II:
FUJITA FRAME, RAIJIN CG-DMR, WAVE-MOTION CORIOLIS GENERATOR
                                                                                                 45
LICENSE III:
HEAVY SLEET NEXUS, FUJIN-CLASS NHP
                                                     Tornado
                                                     Full Action
                                                     You create a Blast 1 tornado (which extends 50
                                                     spaces directly upwards) in free and valid spaces
                                                     centered on a point within Range 10 that lasts for
                                                     the rest of the scene, until you use this action
                                                     again, or until you dissipate the tornado as a
                                                     quick action. Ranged attacks made into, out of,
                                                     or through the tornado receive +1 Difficulty.
46